Wow, 2015 thread. Is that a record? Everybody probably knows by now, but in case you didn't: 3ds Max/Zbrush: Proboolean + Dynamesh hardsurface workflow tutorial
Hey there! Im new here, and basically new on this whole hardsurface and making of assets for videogames. So i basically made a M1911 to give myself a project for a portfolio, it would be really nice to get some critice. Im really new to substance painter but it seems my bakes are fine? I forgot to do a lot of basic…
Here are the first screens of some sci-fi hardsurface modeling I've just started working on. My desktop is currently out of my reach so I'm modelling this in Silo 2.2 for it's light weight and no nonsense modelling tools on a measable netbook. :poly142: I'm starting with the headgear using one of my Zbrush heads which…
Was never too interested in Zbrush as an enviroment artist, always got away with mudbox. Seems though that there are some really powerfull tools in Zb4 to do hardsurface. So to cut to the chase: Zbrush`s weakness has always been hardsurface, now that this has been covered up, what are the chances that you dont need any…
Hello fellow Polycounters! I've taken the feedback I've gotten to work on lighting/rendering. I've also added new pieces to my portfolio. I would love to get some feedback from you guys. You can find my portfolio at: https://www.artstation.com/artbyfan My previous progress thread is…
Earthquake pretty much summed it up in his short post. But we do this sort of hardsurface work on a daily basis so it's obvious to us - I think if you're serious about doing hardsurface game art, it will pay off to take the time to read more about smoothing errors. I wrote an article about this -…
I like your hardsurface models, they look cool. Some of your renders seem a bit dark to me though, especially your hardsurface models. If someone is working in an office and scouting countless applicant portfolios, they may well have their monitor brightness reduced to help combat eye fatigue. This would make darker…